// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "SlateDemoDetails.generated.h"


USTRUCT()
struct FMyVector {
	GENERATED_USTRUCT_BODY()
public:
	UPROPERTY(EditAnywhere)
		FVector4 vector;
	UPROPERTY(EditAnywhere)
		bool bSelect;
};

UCLASS()
class USlateDemoDetails : public UObject
{
	GENERATED_BODY()
public:
	UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "约束", meta = (DisplayName = "Float类型", ToolTip = "The conversion ratio between meters and scene units for materials.",
		ClampMin = 0.01, ClampMax = 1000))
		float a;

	////UPROPERTY(EditAnywhere, Category = "约束")
	////	UStaticMesh* Mesh;

	UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "约束2", meta = (Const,BlueprintReadOnly = "Int类型", SpeedTreeVersion = "8"))
		int c;
	//UPROPERTY(Category = "约束", meta = (DisplayName = "Bool类型", SpeedTreeVersion = "8"))
	//	bool hello;
	//UPROPERTY( Category = "CompositingMaterial", meta = (DisplayName = "FName类型"))
	//	FName ParamName;
	//UPROPERTY(Category = "Advanced APK Packaging", Meta = (DisplayName = "Extra Tags for <application> node"))
	//	TArray<FString> ExtraApplicationNodeTags;
	//UPROPERTY(BlueprintReadOnly)
	//	FMyVector myVector;

};



